Just running a experiment, I've noticed that triggers have the same problems as Gates, in that the ball stops dead instead of rolling over them. Since I use hidden triggers a lot, I figured out that the TriggerOpto model should work out far better.

The problem is it's rendered, you can't hide it, and since I do not want to spend months learning Blender (Hideously complex and overwhelming, besides I would rather spend that time making tables) Could someone do for the TriggerOpto model what we use for invisible flippers?

A "hidden" or non-rendered model is all I need that works exactly like the Stock FP model. This should be a pretty useful solution to a lot of things, and I'm sure anyone here that knows how to do this should whip it up in 5 minutes. It doesn't look like the sides of the model are collided, so if it's hidden, we now finally have a simple and easy way to adjust the length of the trigger, like ball rolling sounds, or if we need to know the exact position of the ball on a playfield.Thanks

Sorry Popotte. Had to scrap it, it has the same problem as the Ghost Kicker had, it leaves a single unrendered block that is collide-able in the center of the table, and was also causing problems at the top left corner. Once I removed the opto triggers, problem went away.Oh well, thanks for trying anyway, I just used a different way for the shot I want that seems to work fine

No! I have this problem with a ton of (home made) models. Just delete the model, reimport it and this damned collidable point in the center of the table disappears. And don't ask me why.I have a look to my test table and this opto doesn't have this problem.

blue wrote:

Sorry Popotte. Had to scrap it, it has the same problem as the Ghost Kicker had, it leaves a single unrendered block that is collide-able in the center of the table, and was also causing problems at the top left corner. Once I removed the opto triggers, problem went away.Oh well, thanks for trying anyway, I just used a different way for the shot I want that seems to work fine

I have watched the star trigger in action. It is raised above the surface of the playfield and not does not sink below the surface. When the ball hits it, it disappears so it does not change the ball trajectory as far as I can tell. I am using it instead of the button trigger for your flipper mod. I know it is bigger but to my estimation it needs to be. I think the button trigger you use works well when the ball goes down the inlane to the flipper but I think it doesn't work as well when the ball comes in directly from the playfield. You can position the star trigger up or down the inlane to control when the small flipper is activated.

It works for me anyway, not sure if you will agree.

You might want to try Rafal's new change to BAM. There are new adjustments to flippers. You can enter a rotation speed chart. I highly recommend you try it and provide feedback to Rafal because you know more about flippers than I do. You might suggest other changes too. Rafal wants to improve flippers. He needs feedback otherwise he is operating in the dark.

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